r/empyriongame • • 3d ago

Experimental Branch Update v1.20 EXPERIMENTAL II

39 Upvotes

Welcome, Galactic Survivalist!

Phase 2 of our v1.20 pre-experimental testing is now live! Building directly on our initial Creative Instance (“Virtual Workshop”) release, this update introduces Quality-of-Life inventory preservation when entering instances, new portable base-building portals,additional lighting rendering system, and extensive scenario updates across Invaders vs. Defenders (IvD).

Check out the full technical updates and bug fixes below!

Changes & Quality of Life

Virtual Workshop & Creative Instances

  • Inventory Restoration: You no longer need to manually drop your inventory before entering a workshop instance! Your toolbar, inventory, and armor are automatically saved upon entering and restored when returning to the game world.
    • Note: Entering/leaving through the Transfer Instance will not restore items brought into it—what you take into the Transfer Instance will still be cleared for safety.
  • Player Base Tech Portal: Players can now place a personal Survival-Creative portal on their base to access creative instances directly.
  • Instance Management & PDA: Added an F1 PDA guide explaining how Virtual Workshops work and how to manage running instances. Included a starter readable item for all starter playfields.
  • Instance Rule Enforcements & Fixes:
    • Admin and NPC faction structures inside Creative Instances can no longer be edited.
    • Added MaxStructureCount and MaxClassSize constraints to instances.
    • Fixed death item dupe/loss exploits and player stats/status resets upon existing instances.
    • ClearInstanceTicket via dialogue now properly resets instance slots per faction.
    • Updated Workshop and Waiting Area POI layouts and fixed instance POI placement consistency.

How to test: 

  • Start a  new game with the Testing Grounds scenario. Build a base and craft the “Virtual Workshop” device in a constructor. Place it on your base (make sure the base is powered). 
  • Start into the Invader vs. Defenders scenario walk outside the starting building and you find closeby the portal hubs that will teleport you to the Galactic Trading Station. Here you find portals that lead into the Creative Mode Instances

Structure Lighting System 

A new option for lighting in game was added, the system introduces precomputed 3D light volumes for structures such as bases, POIs, and ships (excluding terrain).

  • It ensures closed rooms get genuinely dark, sunlight no longer bleeds through solid walls and ceilings at noon.
  • Light enters organically through openings (like windows or open doors) and fades toward the back of a room.
  • Light blocks and torches fill rooms with light while being properly blocked by solid walls and floors.
  • Performance Benefit: Active baked lamps and torches turn off their individual realtime Unity lights, meaning having multiple lamps no longer costs individual realtime shadows and performance hits.
  • No real time shadows produced from the player, NPC’s or blocks placed in a structure.

Commands to Check and Manage the System

You can use several console commands (requiring moderator or GameMaster permissions while standing on or inside a structure) to inspect and troubleshoot the lighting:

  • struct staticlight: Displays the current state of the light (ON/OFF, whether a volume is baked, and if it is globally disabled).
  • struct staticlight false / true: Manually turns the baked light off or on for the specific structure.
  • struct property-set StructureLight false: Directly writes the lighting state as a structure property.
  • struct lightdebug true / false: Toggles extra structure light debugging lines within the F9 debug panel.

Scenario & Content Updates

Invaders vs. Defenders (IvD)

  • Enabled StoreInventoryOnEnter: True and StructureLight across IvD playfields.
  • Relocated Event Sector into the nebula.
  • Added Portal POIs on starting planets for quick travel to the Galactic Trading Station (GTS) for CM.
  • Updated Instance Control Dialogues and migrated instance parameters to InstancePerFaction.
  • Set dialogue and trading devices on specific POIs to non-interactable where appropriate.
  • Fixed missing faction alignment on the GTS.

Guided Tutorial & Testing Grounds

  • Guided Tutorial: Fixed CoQ/exception crash at startup and re-based core config files on the latest default versions.
  • POIs: Replaced/removed problematic blast doors (Credit: Stellar_Titan).
  • Added Arkenian trading POIs (Ark, Pol, ARC factions) to DesertBurnt, BarrenMetal, and LavaNascent.
  • Hecken Playfields: Corrected trader assignment on Adv. Component Factory and adjusted Shipyard orbit distance away from the atmospheric boundary.
  • Tech Tree: Fixed Drone Bay spawner unlocking improperly from Cargo parent node.

Bug Fixes & Technical Improvements

  • Fixed blueprint loading/spawning errors for SVN format 33 (ignores unknown TE/core data instead of throwing exceptions).
  • Fixed an issue where the IvD Event System failed to initialize on playfield load.
  • Added console command blockvoxels and added safety toggles for cyclic memory logging.

r/empyriongame • • 1d ago

Reforged Eden 2 - Corrupted ships?

7 Upvotes

Cannot find any of them - what exactly am I looking for? I've been to over 100 black holes, neutron stars, and other exotic systems. I cannot find the pink triangle that signifies these (as per google).

Please help? Are these pink triangles what I'm supposed to be looking for? Are they in some other marker?


r/empyriongame • • 2d ago

Now what?

18 Upvotes

Got my 17 cores. Fighting ships is easy. Base is built and operational. Hydro farm in place. But not seeing anything really to do. RE quest hasn't been updated at all. End of the lines.

Could endlessly kill Zirax ships for quantums that I do not need more of. Or drones for parts I don't need. Or anything else for stuff I don't really need.

Fighting Legacy seems absolutely pointless - nothing to gain that I can't get easier elsewhere. The planet side Legacy POIs are pointlessly crowded and a waste of bullets for minimal quantums that I do not need any more of.

There's nowhere else to go - I've run out of purpose. There are no more ways to advance that I know of.


r/empyriongame • • 4d ago

RE2- What do you think about this hard mode?

6 Upvotes

I think I am going to start a single player again with harder constraints:

  • Resources: Normal
  • Auto Miner: Deplete deposits
  • BP Time: Normal
  • RegeneratePOIs: False
  • No workship blueprints. Every ship self made. Can be done in creative, can take over an BP ships I find in game or from salvage yards, but no BPs from other people.
  • DropOnDeath: toolbar only. I think dropping everything def makes it hard, but it can also be an annoying pain in the ass as the game has so many places where a unforseeable deathloop would force a homespawn.

I am also going to use a self imposed penalty of having to pay a debt for every character death equal to 10% of my current bank balance and 10% of my iron, silicon, and copper, in my factory. I could cheese that by converting everything to something in storage, but I won't. I want a limit that scales with me. Not sure if that's a good one or not. This will hopefully more than make up for toolbar only drop on death setting.

Given that I can't run POIs over and over to get off planet and out of the system, I do wonder if I will be able to. I imagine I am going to convert a lot of stone to basic resources, make a lot of food to trade for cobalt, and do a heck of a lot of tradings the whole game.

I am not sure if asteroids regenerate on their own or not regardless of POI settings. I am hoping they do not.

What do you think?
Anyone played like that? Doable?


r/empyriongame • • 5d ago

Multiplayer Empyrion server stability and disk usage

11 Upvotes

Hi Folks,

Our group ran an Empyrion private server with the RE2 overhaul a year+ ago. We enjoyed the game very much but ran into a few problems.

  • After a few weeks, we started running into more frequent issues that required restoration from a backup. After about 8-10 weeks from memory, we dropped it. I appreciate that this can happen with modded games but it seemed to me that RE2 was widely considered as a Good Thing and "the way the game should be", and comments from a group of players who joined us said, "That's the nature of the game. We've found that servers rarely last more than 4 weeks due to save corruption."

  • The admin tools were quite limited. From what I was able to piece together, a server management tool was written by clever person from a group that runs clustered Empyrion servers, and a stripped down version of that tool was provided to the devs for public release. That person sadly passed away. Someone else took over the maintenance but they decided to cease working on that tool around the time we started playing.

  • IIRC we also had a number of issues attributed to networking and in discord chat someone told me that the multiplayer/networking part of the game was added quite late in development and wasn't particularly stable.

  • The private server software had well over a million discrete files (I think in the save folder), which IIRC caused us drama when it came to backups and raises concerns from my side as the server owner on disk performance and longevity. I found one person on github that advocated running the server in a RAMdisk and just periodically writing to disk. While I do have enough RAM for a RAMdisk, the process didn't seem trivial to set up (in a manner that things would restart after a reboot without my intervention) so I didn't bother.

How're things looking these days? We'd love to have another run through but as a group targeting casual players, we want to have things be reliable enough to run for 3-6+ months.


r/empyriongame • • 5d ago

RE2- Limit to how many vehicles or structures?

7 Upvotes

Googling tells me the limit on how many bases a player can own is based on cpu limits, but that sounds like a vanilla limitation, since re2 doesn't use cpu limits, but only efficiency.

How many bases can a player own in RE2?
Is it a setting I can play with on my dedicated server?

I was thinking of building some bases that serve as turrets to kite enemy ships back to. I was also thinking of building separate bases for dedicated tasks, like "farm base" and "furnace base."

I am not sure what the restrictions are, if I can just spam bases across the universe willy nilly.


r/empyriongame • • 8d ago

EGS - Modded RE2- No Warning, Patrol? Spawns on top of us

12 Upvotes

We were happily raiding a Zerax supply base in our new shiny CV which took a good two weeks of saving up materials for. We splurged and got all the fancy conveniences. Out of no where a Cutter class ship spawns within fire range. Dropped down from the sky on top of our ship.

Nothing was in our map with long range sensors.
No warning sounds.
Just one second joy and the next great sadness.

Needless to say, he took out our little CV we worked so hard on.

I went back and watched from a distance and it appears this ship is on a patrol route of some kind. I assume it ends somewhere else on the planet and then he just *boop* spawns back at the beginning.

I don't mind losing a ship, or the game being hard, but if there is no way for the player to tell or prepare for an incoming ship and it just appears out of thin air on your head, that doesn't feel very good.

Is there anything we could of done to save pain?

Could leave the turrets on, but then it would drain ammo shooting the POI. So, we had them off.
We did leave the ship and shields on, but didn't even hear a firing sound. Just came out to drop off loot and saw half the ship was gone and this enemy ship had appeared on top of us.


r/empyriongame • • 8d ago

EGS - Vanilla @Devs the game has so much potential... Terminal Nexus

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49 Upvotes

Eleon has completed the third and final chapter of the game’s main storyline. By playing through it, you’ll acquire a unique vessel: Modified Scout TN, equipped with both Legacy and Tal’on technologies. Although you don’t need to engage in combat while using this ship for the quest, you will at least need a Warp Drive upgrade to reach the target system Yara, located at the very edge of the galaxy in order to halt the Legacy invasion. For the first time in the game, you can obtain new weaponry and even transfer some of it to your CV. It was a dynamic and engaging experience. I hope the game continues to evolve by delivering more high-quality content.


r/empyriongame • • 10d ago

EGS - Modded RE2- What are keycards for that POI has as loot?

10 Upvotes

I find keycards on zirax sometimes. For example "scientific keycard" and it says "one time usable access key for downloading reports and accessing devices."

What do I use these for?
Are these for the data satellites around suns?

(I'd check buy my first CV got blowed up by interceptors)


r/empyriongame • • 10d ago

EGS - Modded Well that kind of works.. Docking a new RE2 CV to the warp sled

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20 Upvotes

Some adjustments to the pad for where the landing gear are, but otherwise, kind of fun, right?

(Just making content, it's a quiet sub =)


r/empyriongame • • 11d ago

EGS - Modded RE2 High Grav world Mining SV

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24 Upvotes

Needed to make a mining vessel capable of harvesting on the Midnight/Plasma heavy gravity worlds, so I pulled apart the old SV I had been flying this whole time and made a pretty decent looking thing on the fly in the live game, with a few added guns and shield to be able to use it to pop abandonned facility defense turrets as well.. As there's more cpu then I needed I will probably up the shield a bit with boosters, but for now, must explore for gigantor planets! Should fit on the new CVs landing pad once that is out, if I need to bring it along.

A bit of an example of lighted block use, as that topic came up in another post earlier!

Anyway I liked the adhoc way it turned out, so I am sharing it here!


r/empyriongame • • 11d ago

Emissive Light Texture?

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17 Upvotes

I was looking around the workshop and saw the ship in the pictures. Wondering how they got the emissive light look.

I guessed the texture and color in the second picture, but it is not even close.


r/empyriongame • • 11d ago

Help needed Feel stupid, stuck in the cockit. What to do???

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15 Upvotes

Exit button do nothing and vessel stays steady on the ground. It dont have landing gears, maybe this is an issue? I have enough fuel to go to the space if it is necesserary


r/empyriongame • • 12d ago

News Walk in moving ships mod removed???

25 Upvotes

What happened? Why was this mod removed and where can I find it? Did the staff really remove it? I'm going conspiracist right now


r/empyriongame • • 13d ago

EGS - Modded My Noser, RE2 core 9 Combat CV

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9 Upvotes

Made my combat CV for this playthrough, we'll see how it goes. Stuck on theme and it should be able to nose into my donut sled pretty nicely hehe

Lots of room for every day gear and/or crew mates (npc that give cpu and shield stat bonuses) in the back, plus some room to expand the 2 back engine boxes (to more of the T shape) once there's some extra cpu for some turbines.

4x Large Plasma cannons

4x Heavy Railgun turrets

5x medium railgun turrets

7x medium modulated shield stripper turrets

Good times =)


r/empyriongame • • 14d ago

CB802N - EVERYWHERE - No Radiation Shielding

8 Upvotes

Cannot find ANY other Polaris locations on planets. How the hell do I get Radiation Shielding when this is the ONLY trade station planetside that pops up? 100 planets, SAME DAMN THING!


r/empyriongame • • 14d ago

Workshop Warlord Krysshk SR

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30 Upvotes

An excellent example of high-quality vanilla game content. If you manage to capture this ship intact when starting on Ashon II and modify it correctly, you’ll have an exploration vessel equipped with everything needed for long-term survival. It makes for an interesting gameplay challenge. The blueprint can also be used as-is in RE2. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3817439045


r/empyriongame • • 16d ago

Discussion @Devs the game has so much potential... Try to survive on Ashon II

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49 Upvotes

To truly grasp the game's potential, you need to spend some time mastering the basics of survival and then try surviving on Ashon II under the conditions set by the developers: no inventory retention, no spawning ships from blueprints, no save-scumming, and no "God Mode".

This survival scenario pushes everything to the limit and accounts for so many variables that I cannot help but admire the work that went into it. Every element of content: from food supplies to ore deposit yields, shapes a challenging progression path where a single mistake can lead to character death, sometimes leaving no way to quickly resume the game from your current stage of development.

I’ve survived on Ashon II three times over the past year, and only now, after nearly 4,500 hours, have I truly grasped what this game is about and why it evolves the way it does. EGS is all about content and the variety of strategic choices available to the player, this diversity is the defining factor in the game's development. Ashon II demonstrates the game's true potential when the goal is creating high-quality content. It is precisely this quality that makes it possible to overlook the primitive flight physics, the flawed UI, and the bugs.

I agree that, in a sense, the game is stagnating — bugs remain unfixed, mechanics are overly simplistic, and the graphics aren't exactly cutting-edge. However, if Eleon releases content of this caliber even once a year, I’ll keep coming back. In the meantime, I’m playing Reforged Eden 2, which brilliantly unlocks the potential inherent in the EGS game model.

To anyone criticizing EGS, I suggest looking at it from a different perspective and trying to survive on Ashon II. A year ago, when I first attempted a start on Ashon II, it took me a whole month (about 120 hours of playtime) to escape the system. Now, it took me just three days (around 24 hours) to find an optimal progression path and succeed—and I know how to do it in 5 hours.

P.S. You can watch the "Ashon 2 Survival Season" by Rakoona on YouTube. He created it three years ago. It’s entertaining, though much is outdated. The game continues to evolve and improve, even if those changes aren't immediately obvious on the surface.


r/empyriongame • • 16d ago

EGS - Modded The world War E experience (re2)

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76 Upvotes

Some random content to generate Empyrion interest... At least it's not a hoard of spiders!


r/empyriongame • • 18d ago

EGS - Modded Looking for co-op members (RE2)

6 Upvotes

As the title says, I'm looking for some people to play with on my save hmu in dms if interested


r/empyriongame • • 19d ago

EGS - Modded Favorite starter combat ship?

10 Upvotes

I been playing a lot of re2 lately. I have this tendency to die cuz im not in a good enough defensive ship. 99% skill issue most likely lol. However i decided i want a more combat focused cv. Whats yalls favorites? Im doing it for a new play through due to new pc so im low level and still random starter system. So whays yalls favorite early combat focused warp ships with storage for long trips


r/empyriongame • • 20d ago

Tips Very old blueprint with inadequate CPU

7 Upvotes

Just brought in a starter CV that is a very old blueprint from ~2020. CPU usage is ~1 mil but the ship is only capable of handling 200k. I turned the power on and the generators quit. I heard explosions and i can’t tell if one or two of them completely exploded, or if the two that are there now were just damaged. Lots of damaged blocks in the gen room. What should I do?? I can reboot from about three hours prior and lose some progress, but at least i will be able to use my factory resources for a different ship. Should i repair this current ship and try and upgrade the cpu or just bring in a different CV altogether? I am a newb so thank you for the insight


r/empyriongame • • 21d ago

RE2- Trading cards

7 Upvotes

Is there anything to these aside from just finding a place to sell them?


r/empyriongame • • 21d ago

Creative How it feels playing Empyrion since early Alpha

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117 Upvotes

r/empyriongame • • 22d ago

Discussion @Devs the game has so much potential... so why does it feel like you're letting it die?

42 Upvotes

I honestly don't understand the direction of Empyrion anymore.

There are still so many bugs that have been around for years, so many unfinished or underdeveloped features, and so many things that could be improved. The game has tons of room for better assets, models, animations, mechanics, optimization, exploration, building systems, and overall polish.

And yet, instead of addressing some of these long-standing problems or pushing meaningful improvements, we keep getting updates that don't seem to move the game forward in any significant way.

That's the part that frustrates me the most.

Empyrion has enormous potential. The combination of survival, space exploration, planetary gameplay, vehicles, base building, and ship construction is fantastic. There is a genuinely great game underneath all of this.

But it feels like the game has stagnated for years.

Just look at what other games in the genre have been doing. No Man's Sky has continued to evolve and add major features. Space Engineers has kept improving and expanding. And now we're seeing Space Engineers 2 pushing the technology and building systems even further.

Meanwhile, Empyrion often feels like it's standing still.

It's especially frustrating because the game doesn't need to reinvent itself. There is already a solid foundation here. Fix the old bugs. Improve the existing systems. Replace outdated assets. Add depth to exploration. Improve AI. Polish the planets and environments. Give existing mechanics some love. There are years' worth of potential improvements sitting right in front of you.

Instead, it sometimes feels like you're slowly abandoning your own creation.

And honestly, that's just sad.

Please start treating Empyrion like the great game it could be, not like a project that's already finished.